Posted: 2006-05-13 04:03am
I sometimes wonder what it would be like to do an STGOD where you have to be an empire that someone else made up. After the OOBs are in, they're then randomly allocated.
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Well, the nation descriptions are a bit ambiguos about power. For example, my nation could easily be a major, and the Collective a regional, but neither would really work as a grand, and definitely not as a minor. Crobuzon could be any non-minor. Same for the Khar and Benefactors. Freehold, Hekartes, and Fala'un could really be anything. Avalonians wouldn't work as a minor or a grand, regional fits, but not as well as would major. Raveners really aren't viable as anything less than major, but one wonders about the repercussions of making a bunch of sadistic loons a grand power. Diem-noiy is clearly built to be a minor power, and it really wouldn't work as anything different. Silver Flame would do fine as a regional, but not anything larger. The space hippies (Gaian Compact) seem more suited to minor but regional is fine too. The newcomer, Kurak, can fit any non-grand, but they are admirably suited to being a regional.Matt Huang wrote:Yeah, methinks that anybody who drew up a grand power would be majorly pissed if they got some new fishes minor.
That really is too bad, because I'm going to half-retract the Fala'un as a "drop to regional" candidate. We have five majors. The Hekartes cannot be changed because SirNitram started this STGOD and if he wants to be a Major, then by Karas (Mekidar deity) he gets to be Major. Dropping the US seems to be obvious for some reason. That leaves the AIs, Space Elves, and Space Fundamentalists. I'll admit to being biased in favor of MRDOD and Beowulf. That's why I picked the Fala'un earlier. The most logical pick are probably the Khar, but I'm really not sure.MRDOD wrote:And we can't have that. Numerology is mandatory. It's one of the Khar's secret paths to victory.
That is a good point, but we cannot deny the increased humour value of making the Khar's "We're gonna rule the Universe!" claim even more rediculous.MRDOD wrote:Nonsense. We are destined to conquer you all. How can the Khar do this as a pissant little Regional power like the Mekidar?
Further, I'd say the Khar as a Major adds a lot of fun and unpredicability to the STGOD. You certainly can't count on the Khar to make a rational, sensible choice which will by nescessity introduce a lot of chaos and mayhem into even the simplest little thing.
Nah, I'd say as a Major it's thoroughly improbable but just likely enough if you're a small nation to make them a bit scary. As a Regional, who would take me seriously?Adrian Laguna wrote:
That is a good point, but we cannot deny the increased humour value of making the Khar's "We're gonna rule the Universe!" claim even more rediculous.
And since we won't do any "reassigning", a wonderful, pointless discussion.Adrian Laguna wrote:That really is too bad, because I'm going to half-retract the Fala'un as a "drop to regional" candidate. We have five majors. The Hekartes cannot be changed because SirNitram started this STGOD and if he wants to be a Major, then by Karas (Mekidar deity) he gets to be Major. Dropping the US seems to be obvious for some reason. That leaves the AIs, Space Elves, and Space Fundamentalists. I'll admit to being biased in favor of MRDOD and Beowulf. That's why I picked the Fala'un earlier. The most logical pick are probably the Khar, but I'm really not sure.MRDOD wrote:And we can't have that. Numerology is mandatory. It's one of the Khar's secret paths to victory.
Aren't many of the discussion that go on in SDN inherently pointless? Though in this particular case, perhaps it was better suited to AIM.Dahak wrote:And since we won't do any "reassigning", a wonderful, pointless discussion.
Tradelanes are needed because you can smash into things while in Hyperspace. As far as I know, the only type of interdiction in Star Wars is the "you can't enter/exit this system" type. Not the "lolz, we dropped you out of FTL in deep space" type.Dahak wrote:Interdiction happens. By your logic, trade lanes and interdiction devices in Stars Wars shouldn't be useable or needful...
Okay. I was just saying, a trade lane isn't needed when it does not matter what lays between start and destination. So long as you know where each point is located, navigational hazards in between the two are moot because they don't affect ships in transit (with the possible exeption of artificially enduced "drop out of FTL" fields).Interdiction is a given in STGODs. Drives, any drive, can be interdicted. Saying that your drive could not be simply does not fly.
And trade lanes are an equally given in STGODs. Best to accept it and deal with it. Simply saying it is not so does not make it so.
Well, since we had one or two pirate powers originally, I thought there wouldn't be pirates unless they were player controlled. It really surprised me when you posted about one of your merchants getting piratwned.Piracy happens. Without stations or protection, your trade will suffer. You can ask the mods, but I daresay that "invulnerable" trade won't fly here. So you either protect it one way or another, or...not.
We had plenty of that "drop out of FTL in deep space" in several parts of the SW EU. So there...Adrian Laguna wrote:Tradelanes are needed because you can smash into things while in Hyperspace. As far as I know, the only type of interdiction in Star Wars is the "you can't enter/exit this system" type. Not the "lolz, we dropped you out of FTL in deep space" type.Dahak wrote:Interdiction happens. By your logic, trade lanes and interdiction devices in Stars Wars shouldn't be useable or needful...
And whatever you call your drive, it will be able to be intercepted. You're not the first one to announce that your drive system is above any means of interception. And it never flies. As said, interception has always been a given...Okay. I was just saying, a trade lane isn't needed when it does not matter what lays between start and destination. So long as you know where each point is located, navigational hazards in between the two are moot because they don't affect ships in transit (with the possible exeption of artificially enduced "drop out of FTL" fields).Interdiction is a given in STGODs. Drives, any drive, can be interdicted. Saying that your drive could not be simply does not fly.
And trade lanes are an equally given in STGODs. Best to accept it and deal with it. Simply saying it is not so does not make it so.
EDIT - I'm refering to the "enter another dimension" type of FTL. Like the Warp in 40k (where nav-hazards are warp based and have little to do with realspace, with the exeption of the Eye), my Rip Drive, or the Subspace drive in Freespace.
"Piracy posts" are a very common form of posts in STGODs, either to start something bigger, or to have some fun. Pirates have always been a given, too. In one way, form, or shape.Well, since we had one or two pirate powers originally, I thought there wouldn't be pirates unless they were player controlled. It really surprised me when you posted about one of your merchants getting piratwned.Piracy happens. Without stations or protection, your trade will suffer. You can ask the mods, but I daresay that "invulnerable" trade won't fly here. So you either protect it one way or another, or...not.
Then you should ask, no? Or listen to those that have been in a few STGODs so far?You mention previous STGODs. I've not participated in them, and only read the last few pages of 2k5 (Corneria gets invaded, and the Three Sisters destroy a fleet). So anything that might have happened in them has little meaning to me.
The way this one is shapping-up is very tame in comparison to what you describe.Thirdfain wrote:Nah, pirate attacks on shipping are an STGOD given, particularly in post-apocolyptic games like this one. Along with that is the idea that space is hugely dangerous, full of "barbarian" nations, ancient AI-run killing machines, and regions of "polluted" space-time, impassible areas where ravening multidimensional nebulae envelope unwary ships, hurling them off-course or destroying them alltogether. Think WH40K distance space travel: unless you move in great numbers along pre-mapped (and sometimes torturous) routes, or with your own borders, you'd face serious attrition.
"As far as I know."Dahak wrote:We had plenty of that "drop out of FTL in deep space" in several parts of the SW EU. So there...
I suppose I can deal with having to protect my own trade. But I really don't like combat (as in, between the warships of two nations) interdiction. I'd preffer it if you would have say, a hit & run attack where the attackers frantically try to avoid the enranged, and superior, defenders while the FTL drives warm-up.And whatever you call your drive, it will be able to be intercepted. You're not the first one to announce that your drive system is above any means of interception. And it never flies. As said, interception has always been a given...
I see."Piracy posts" are a very common form of posts in STGODs, either to start something bigger, or to have some fun. Pirates have always been a given, too. In one way, form, or shape.
I don't feel the current STGOD should be bound by the way things were done before. Granted, if something worked fine before, then there aren't many reasons why it shouldn't be used, but that doesn't mean it has to.Then you should ask, no? Or listen to those that have been in a few STGODs so far?
I hadn't thought of it that way.Thirdfain wrote:Making commerce untouchable en route basically makes warfare a game of battlefleet v. battlefleet. If that's what you want, then by all means, keep arguing for it. However, I myself am interested in allowing a variety of strategies to exsist, and besides, assymetrical space warfare is a hell of a lot of fun.
Sure, expect a post within the next few hours. We could also get it worked-out faster through AIM.PS, let's get this hullabaloo over Talon worked out, ne?
That's fine, the odd one adds depth and exposition. When we have multiple pages in a row of pirates being vaped by someone's uber death beams it just makes me wish someone implimented a "both hands on the keyboard" rule for posting.Thirdfain wrote:Pirate posts are largely just masturbation, but sometimes they have a point- as the one recently posted by Dahak had (recognizing the difficulties involved in the Crobuzon/Falau'un relationship thanks to the huge distances involved.) Also, it's sometimes nice just to show off your new hardware and display how your military works.
This can be tricky. Militia loyal to forces within your empire should really be part of your points value, as it represents your total offensive capacity, which you divide into whichever internal factions you see fit.Matt Huang wrote:Since we're on the topic of piracy and commerce, how exactly would corporate militias be handled? You know; small, private armies rased by trade guilds to protect their cargo.
You've officialy inspired me to go back and revise the appearance of the LPG's navy. Spherical hulls are just such a bitch to do effectively in Paint, i'll be going for a more spindly, wasp-like look.Thirdfain wrote:On a totally unrelated note, I've been drawing and re-organizing my ship designs. The armament (secondary only, primary has not changed) on my capital ships is being reworked, to fit better with the point costs. The scale of construction has also been fairly drastically redone, in the end, the Pax Crobuzona won't be even 1.5 miles long- I found the length didn't jive with point value compared with the lightest vessels. Let's see if I can get my size-comp page up:
*snip chart*
These guys are to scale. (as is the Admiral Stevanaphulis battlecruiser I have posted, which is around .58 miles long) Each pixel, in paint, is about 3.1 meters.